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Players as insurgents blending in with civpop
scajolly posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. I am making a coop mission where 30+ players are acting as civpop that have decided to become rebels. I am looking for simple ways to make the occupation AI act as if it's never sure of whether a player is legit civilian or whether it's something one should engage. So I'm thinking a lot of different conditions that cycle the BLUFOR player through setCaptive true and false. Does anyone have good ideas, or know of others who've tried? I tried a fair bit of searching, but my wording didn't return any good results. Here are some ways I'm going to try to go about it. Help is much appreciated. 1) Crowds can be treated as hostile. In real life some occupation forces disband the freedom of assembly and impose crowd limitations during curfew etc. I'm thinking of each player running a script that checks how close they are to others. If the script finds 3+ players (or AI civs) within a radius of X meters, they get flipped to setCaptive false. If there's civpop AI, those could conceivably be grouped silently with Resistance. For even more complexity, the script could avoid counting players/AI inside buildings. >>> How would I check whether players are inside buildings? 2) Anyone armed is hostile. The script checks for whether they are openly carrying a rifle/pistol, or are carrying a launcher of any kind. >>> How would I script the difference between a pistol in a backpack not being seen, as opposed to a holstered/backslung rifle being seen? 3) Anyone who ends up setCaptive false must then be un-detected by OPFOR before they can be flipped back to civilian. Not sure how to go about this. >>> Should I maybe check whether any units belonging to side==east have a knowsabout higher than 1 or 2? 4) Anyone running or sprinting while AI is within a certain radius. >>> Are there any isRunning commands that I could check?